CIDR's actually working would be nice. That's what I get for assuming the output from a different func would be correct.
When banning checked accounts, it should only tag and comment the checked ones, not all of them in the list. Optimizing firewall.
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4 changed files with 254 additions and 49 deletions
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@ -85,9 +85,9 @@ namespace Server.Movement
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bool landBlocks = (TileData.LandTable[landTile.ID & 0x3FFF].Flags & TileFlag.Impassable) != 0;
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bool considerLand = !landTile.Ignored;
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if ( landBlocks && canSwim && (TileData.LandTable[landTile.ID & 0x3FFF].Flags & TileFlag.Wet) != 0 )
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if ( landBlocks && canSwim && (TileData.LandTable[landTile.ID & 0x3FFF].Flags & TileFlag.Wet) != 0 ) //Impassable, Can Swim, and Is water. Don't block it.
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landBlocks = false;
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else if ( cantWalk && (TileData.LandTable[landTile.ID & 0x3FFF].Flags & TileFlag.Wet) == 0 )
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else if ( cantWalk && (TileData.LandTable[landTile.ID & 0x3FFF].Flags & TileFlag.Wet) == 0 ) //Can't walk and it's not water
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landBlocks = true;
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int landZ = 0, landCenter = 0, landTop = 0;
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@ -101,6 +101,7 @@ namespace Server.Movement
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bool ignoreDoors = ( m_AlwaysIgnoreDoors || !m.Alive || m.Body.BodyID == 0x3DB || m.IsDeadBondedPet );
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#region Tiles
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for ( int i = 0; i < tiles.Length; ++i )
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{
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Tile tile = tiles[i];
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@ -152,7 +153,9 @@ namespace Server.Movement
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}
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}
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}
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#endregion
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#region Items
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for ( int i = 0; i < items.Count; ++i )
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{
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Item item = items[i];
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@ -205,6 +208,8 @@ namespace Server.Movement
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}
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}
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#endregion
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if ( considerLand && !landBlocks && stepTop >= landZ )
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{
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int ourZ = landCenter;
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